Cannot access the dynmap online
lamdamien0 opened this issue ยท 2 comments
I am using server pro I checked the logs and there is nothing wrong I think
Entered my ip without the port and then added :42069 which is what a set as the ending
All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
All map templates are defined in the templates directory
To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
deftemplatesuffix: vlowres
Map storage scheme: only uncomment one 'type' value
filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
mysql: MySQL database, at hostname:port in database, accessed via userid with password
storage:
Filetree storage (standard tree of image files for maps)
type: filetree
SQLite db for map storage (uses dbfile as storage location)
#type: sqlite
#dbfile: dynmap.db
MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
#type: mysql
#hostname: localhost
#port: 3306
#database: dynmap
#userid: dynmap
#password: dynmap
#prefix: ""
#flags: "?allowReconnect=true"
components:
-
class: org.dynmap.ClientConfigurationComponent
-
class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false(optional) if true, color codes in player display names are used
use-name-colors: false
(optional) if true, player login IDs will be used for web chat when their IPs match
use-player-login-ip: true
(optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
require-player-login-ip: false
(optional) block player login IDs that are banned from chatting
block-banned-player-chat: true
Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: false
If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: false
Limit length of single chat messages
chatlengthlimit: 256
# Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
hideifshadow: 4
# Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
hideifundercover: 14
# (Optional) if true, players that are crouching/sneaking will be hidden
hideifsneaking: false
# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
protected-player-info: false
# If true, hide players with invisibility potion effects active
hide-if-invisiblity-potion: true
# If true, player names are not shown on map, chat, list
hidenames: false
#- class: org.dynmap.JsonFileClientUpdateComponent
writeinterval: 1
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
includehiddenplayers: false
use-name-colors: false
use-player-login-ip: false
require-player-login-ip: false
block-banned-player-chat: true
hideifshadow: 0
hideifundercover: 0
hideifsneaking: false
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: false
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: false
# Limit length of single chat messages
chatlengthlimit: 256
hide-if-invisiblity-potion: true
hidenames: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: trueIf true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
-
class: org.dynmap.MarkersComponent
type: markers
showlabel: false
enablesigns: falseDefault marker set for sign markers
default-sign-set: markers
(optional) add spawn point markers to standard marker layer
showspawn: true
spawnicon: world
spawnlabel: "Spawn"(optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30(optional) layer for showing player's spawn beds
showspawnbeds: false
spawnbedlabel: "Spawn Beds"
spawnbedicon: bed
spawnbedhidebydefault: true
spawnbedminzoom: 0
spawnbedformat: "%name%'s bed"(optional) show world border (vanilla 1.8+)
showworldborder: true
-
class: org.dynmap.ClientComponent
type: chat
allowurlname: false -
class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false -
class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
#scrollback: 100
Optiona; set maximum number of lines visible for chatbox
#visiblelines: 10
Optional: send push button
sendbutton: false
-
class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: trueIf true, show player body too (only valid if showplayerfaces=true
showplayerbody: false
Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
Optional - make player faces layer hidden by default
hidebydefault: false
Optional - ordering priority in layer menu (low goes before high - default is 0)
layerprio: 0
Optional - label for player marker layer (default is 'Players')
label: "Players"
#- class: org.dynmap.ClientComponent
type: digitalclock
-
class: org.dynmap.ClientComponent
type: link -
class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
showweather: true
Mouse pointer world coordinate display
- class: org.dynmap.ClientComponent
type: coord
label: "Location"
hidey: false
show-mcr: false
Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
type: logo
text: "Dynmap"
#logourl: "images/block_surface.png"
linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# Valid positions: top-left, top-right, bottom-left, bottom-right
position: bottom-right
#- class: org.dynmap.ClientComponent
type: inactive
timeout: 1800 # in seconds (1800 seconds = 30 minutes)
redirecturl: inactive.html
#showmessage: 'You were inactive for too long.'
#- class: org.dynmap.TestComponent
stuff: "This is some configuration-value"
Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
How often a tile gets rendered (in seconds).
renderinterval: 1
How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 2
If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
in more competition for CPU resources with other processes
usenormalthreadpriority: true
Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true
Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
save-pending-period: 900
Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
initial-zoomout-validate: true
Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
also be set on individual worlds and individual maps.
tileupdatedelay: 30
Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true
Optional - enabled BetterGrass style rendering of grass and snow block sides
#better-grass: true
Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: true
Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
false=classic Dynmap lighting curve
use-brightness-table: true
Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
block-id-alias:
"14": 1
"15": 1
"16": 1
Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
Has no effect on maps with explicit format settings
image-format: png
use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
use-generated-textures: true
correct-water-lighting: true
transparent-leaves: true
ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
ctm-support: true
custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
custom-colors-support: true
Control loading of player faces (if set to false, skins are never fetched)
#fetchskins: false
Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false
Customize URL used for fetching player skins (%player% is macro for name)
skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
render-triggers:
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- leavesdecay
- blockburn
- chunkgenerated
- blockformed
- blockfaded
- blockspread
- pistonmoved
- explosion
#- blockfromto
#- blockphysics - structuregrow
- blockgrow
#- blockredstone
Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"
The path where the tile-files are placed.
tilespath: web/tiles
The path where the web-files are located.
webpath: web
The path were the /dynmapexp command exports OBJ ZIP files
exportpath: export
The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
#webserver-bindaddress: 0.0.0.0
The TCP-port the webserver will listen on.
webserver-port: 42069
Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
Enable login support
login-enabled: false
Require login to access website (requires login-enabled: true)
login-required: false
Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 100
Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
setting this to equal or exceed the number of physical cores on the system.
#parallelrendercnt: 4
Interval the browser should poll for updates.
updaterate: 2000
If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
fullrenderplayerlimit: 0
If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
updateplayerlimit: 0
Target limit on server thread use - msec per tick
per-tick-time-limit: 50
If TPS of server is below this setting, update renders processing is paused
update-min-tps: 18.0
If TPS of server is below this setting, full/radius renders processing is paused
fullrender-min-tps: 18.0
If TPS of server is below this setting, zoom out processing is paused
zoomout-min-tps: 18.0
showplayerfacesinmenu: true
Control whether players that are hidden or not on current map are grayed out (true=yes)
grayplayerswhenhidden: true
Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
player-sort-permission-nodes:
- bukkit.command.op
Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
#sidebaropened: true
Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
Access-Control-Allow-Origin: "my-domain.com"
X-Custom-Header-Of-Mine: "MyHeaderValue"
Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
trusted-proxies:
- "127.0.0.1"
- "0:0:0:0:0:0:0:1"
Join/quit message format for web chat: set to "" to disable notice on web UI
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
Control whether layer control is presented on the UI (default is true)
showlayercontrol: true
Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
Default selection when map page is loaded
defaultzoom: 0
defaultworld: world
defaultmap: flat
(optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface
If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true
If true, map text to cyrillic
cyrillic-support: false
If true, coordinates will be rounded
round-coordinates: true
Messages to customize
msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
hiddennamejoin: "Player joined"
hiddennamequit: "Player quit"
URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
url:
# configuration URL
#configuration: "up/configuration"
# update URL
#update: "up/world/{world}/{timestamp}"
# sendmessage URL
#sendmessage: "up/sendmessage"
# login URL
#login: "up/login"
# register URL
#register: "up/register"
# tiles base URL
#tiles: "tiles/"
# markers base URL
#markers: "tiles/"
Customization commands - allows scripts to be run before/after certain events
custom-commands:
image-updates:
# Command run just before any image file is written or updated: run with single parameter with fully qualified file name
preupdatecommand: ""
# Command run just after any image file is written or updated: run with single parameter with fully qualified file name
postupdatecommand: ""
Snapshot cache size, in chunks
snapshotcachesize: 500
Snapshot cache uses soft references (true), else weak references (false)
soft-ref-cache: true
Set to true to enable verbose startup messages - can help with debugging map configuration problems
Set to false for a much quieter startup log
verbose: false
Enables debugging.
#debuggers:
- class: org.dynmap.debug.LogDebugger
Debug: dump blocks missing render data
dump-missing-blocks: false
Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed
in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time,
but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup
your worlds before running with this setting enabled (set to true)
#migrate-chunks: true
edit the config , you need the servers IP and the port
change this
#hostname: localhost
#port: 3306
to what the host IP and port are